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-rw-r--r--src/audio/AudioLogic.cpp54
1 files changed, 17 insertions, 37 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index be8ab269..5b2fb75c 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -123,39 +123,39 @@ cAudioManager::PostInitialiseGameSpecificSetup()
{
m_nFireAudioEntity = CreateEntity(AUDIOTYPE_FIRE, &gFireManager);
if (m_nFireAudioEntity >= 0)
- SetEntityStatus(m_nFireAudioEntity, 1);
+ SetEntityStatus(m_nFireAudioEntity, true);
m_nCollisionEntity = CreateEntity(AUDIOTYPE_COLLISION, (void *)1);
if (m_nCollisionEntity >= 0)
- SetEntityStatus(m_nCollisionEntity, 1);
+ SetEntityStatus(m_nCollisionEntity, true);
m_nFrontEndEntity = CreateEntity(AUDIOTYPE_FRONTEND, (void *)1);
if (m_nFrontEndEntity >= 0)
- SetEntityStatus(m_nFrontEndEntity, 1);
+ SetEntityStatus(m_nFrontEndEntity, true);
m_nProjectileEntity = CreateEntity(AUDIOTYPE_PROJECTILE, (void *)1);
if (m_nProjectileEntity >= 0)
- SetEntityStatus(m_nProjectileEntity, 1);
+ SetEntityStatus(m_nProjectileEntity, true);
m_nWaterCannonEntity = CreateEntity(AUDIOTYPE_WATERCANNON, (void *)1);
if (m_nWaterCannonEntity >= 0)
- SetEntityStatus(m_nWaterCannonEntity, 1);
+ SetEntityStatus(m_nWaterCannonEntity, true);
m_nPoliceChannelEntity = CreateEntity(AUDIOTYPE_POLICERADIO, (void *)1);
if (m_nPoliceChannelEntity >= 0)
- SetEntityStatus(m_nPoliceChannelEntity, 1);
+ SetEntityStatus(m_nPoliceChannelEntity, true);
#ifdef GTA_BRIDGE
m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void*)1);
if (m_nBridgeEntity >= 0)
- SetEntityStatus(m_nBridgeEntity, 1);
+ SetEntityStatus(m_nBridgeEntity, true);
#endif // GTA_BRIDGE
m_nEscalatorEntity = CreateEntity(AUDIOTYPE_ESCALATOR, (void*)1);
if (m_nEscalatorEntity >= 0)
- SetEntityStatus(m_nEscalatorEntity, 1);
+ SetEntityStatus(m_nEscalatorEntity, true);
m_nExtraSoundsEntity = CreateEntity(AUDIOTYPE_EXTRA_SOUNDS, (void*)1);
if (m_nExtraSoundsEntity >= 0)
- SetEntityStatus(m_nExtraSoundsEntity, 1);
+ SetEntityStatus(m_nExtraSoundsEntity, true);
m_sMissionAudio.m_nSampleIndex[0] = NO_SAMPLE;
@@ -261,7 +261,7 @@ cAudioManager::ProcessReverb() const
if (SampleManager.UpdateReverb() && m_bDynamicAcousticModelingStatus) {
for (uint32 i = 0; i < numChannels; i++) {
if (m_asActiveSamples[i].m_bReverbFlag)
- SampleManager.SetChannelReverbFlag(i, 1);
+ SampleManager.SetChannelReverbFlag(i, true);
}
}
}
@@ -349,7 +349,7 @@ cAudioManager::ProcessSpecial()
if (playerPed != nil) {
if (playerPed->m_audioEntityId >= 0 && m_asAudioEntities[playerPed->m_audioEntityId].m_bIsUsed) {
if (playerPed->EnteringCar()) {
- if(!playerPed->bInVehicle&& CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == nil)
+ if(!playerPed->bInVehicle && CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == nil)
SampleManager.StopChannel(m_nActiveSamples);
}
}
@@ -360,7 +360,7 @@ cAudioManager::ProcessSpecial()
void
cAudioManager::ProcessEntity(int32 id)
{
- if (m_asAudioEntities[id].m_nStatus != STATUS_PLAYER) {
+ if (m_asAudioEntities[id].m_bStatus) {
m_sQueueSample.m_nEntityIndex = id;
switch (m_asAudioEntities[id].m_nType) {
case AUDIOTYPE_PHYSICAL:
@@ -1980,27 +1980,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
}
} else {
nCruising = 1;
- params.m_pVehicle->bAudioChangingGear = true;
- bAccelSampleStopped = true;
- SampleManager.StopChannel(m_nActiveSamples);
- if (isMoped || accelerateState >= 150 && wheelsOnGround && brakeState <= 0 && !params.m_pVehicle->bIsHandbrakeOn
- && !lostTraction && currentGear >= params.m_pTransmission->nNumberOfGears - 1) {
- if (accelerateState >= 220 && params.m_fVelocityChange + 0.001f >= velocityChangeForAudio) {
- if (nCruising < 800)
- ++nCruising;
- } else if (nCruising > 3) {
- --nCruising;
- }
- freq = 27 * nCruising + freqModifier + 22050;
- if (engineSoundType == SFX_BANK_TRUCK)
- freq /= 2;
- AudioManager.AddPlayerCarSample(120, freq, soundOffset + SFX_CAR_AFTER_ACCEL_1, engineSoundType, 64, true);
- } else {
- nCruising = 0;
- }
+ goto PlayCruising;
}
}
} else {
+PlayCruising:
bAccelSampleStopped = true;
SampleManager.StopChannel(m_nActiveSamples);
if (isMoped || accelerateState >= 150 && wheelsOnGround && brakeState <= 0 && !params.m_pVehicle->bIsHandbrakeOn
@@ -2014,7 +1998,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
freq = 27 * nCruising + freqModifier + 22050;
if (engineSoundType == SFX_BANK_TRUCK)
freq /= 2;
- AudioManager.AddPlayerCarSample(120, freq, soundOffset + SFX_CAR_AFTER_ACCEL_1, engineSoundType, 64, true);
+ AddPlayerCarSample(120, freq, soundOffset + SFX_CAR_AFTER_ACCEL_1, engineSoundType, 64, true);
} else {
nCruising = 0;
}
@@ -2210,7 +2194,6 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params)
if (veh->m_modelIndex == MI_MRWHOOP)
return true;
- veh->m_nAlarmState;
if (veh->IsAlarmOn())
return true;
@@ -4433,8 +4416,6 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_bRequireReflection = true;
break;
}
- // TODO: breaks the game right now, probably needs AudioManager.cpp to be done first
- /*
case SOUND_WEAPON_CHAINSAW_ATTACK:
if (FindVehicleOfPlayer())
continue;
@@ -4469,7 +4450,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 0;
emittingVol = 100;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
- m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
+ m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
m_sQueueSample.m_nEmittingVolume = 100;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = false;
@@ -4491,13 +4472,12 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 0;
emittingVol = 100;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
- m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
+ m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
m_sQueueSample.m_nEmittingVolume = 100;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
break;
- */
case SOUND_WEAPON_SHOT_FIRED:
weapon = ped->GetWeapon();
if (!weapon)